ctf_tunnelterror_v1

Author: DJMasterfunkyfresh
File Size: 2.8 MB
Overall Rating:
 

My first map (finaly done!)


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ctf_tunnelterror_v1

#  Sep 23, 2008 at 5:30 PM
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Dec 11, 2007
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149
 
Specialty: Medic
Steam ID: DJMastaFunkyFresh
GamerTag: PS3: funkyfreshf
 
KNOWN ISSUES: some models are not showing up
(trees outside of a window and a section of the train track)
#  Sep 23, 2008 at 5:32 PM
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Nov 15, 2007
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Milky 80328
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You finally got this thing released eh, good job!
#  Sep 23, 2008 at 5:36 PM
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Mr. White 86707
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Looks pretty cool. I'll give it a runthrough later tonight. You should definitely consider booking a map test with Big Lou.
#  Sep 23, 2008 at 5:43 PM
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Sep 23, 2008
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Scorpio 88009
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Looks small possibly because of the screenshot, but I will take a look at it on TF2F custom server.
#  Sep 24, 2008 at 6:50 AM
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Oct 09, 2007
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Big Lou 78077
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Steam ID: {TF2F} Big Lou
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Fortcast Contributor
 
Just finished playing around on it, and I must say, it's looking pretty good so far.

I really like the geometry of the level, you really feel like you're in a system of tunnels.  But I did have a few problems with it.

As scorpio said, it is a tad small, which doesn't have to be a bad thing, but becuase of its perfect semetry, it is a bad thing.  There needs to be a greater variation of areas, rooms, and hallways in the map.  Right now, it all looks the same, and couple that with the fact that there's a perfect mirror between the left and right sides of the map, and you have navigation problems.  You may not see this when you're playing by yourself, but in the heat of battle between 2 full teams, you're going to get turned around.  To help prevent this, use more signs to indicate which team goes were.

Speaking of signs, going into a team's base on the top route, there is a sign that says flag room.  This particular sign is actually not one that should be used in a final map.  Valve included a bunch of "indicators" that mappers can use to help them remember what a room is suppose to be and for which team.  These indicators are the red and blue signs with simple text.  Instead of these, you should use a prop_static intelligence sign.

Fundamentally, there is nothing "wrong" with the map, as it's solidly built and I only found one instance of texture mishap.  There is an overlapping texture near the top entrance going into blue's base on the tunnel wall itself.  This should be very easy to fix.  But it could use some sprucing up.  First, the lighting in the tunnels may be a bit harsh.  Perhaps, you could use a different color other than white--maybe a light gray or a whitish brown.  This would tone down the harshness without making it too dark.

Also, some areas really could benefit from being dark like the side rooms and the stairways in the tunnels.  This allows for some classes to have an advangtage with ambushing.  Having said that, I think some of the tunnels need to be wider, taller, and have more objects of cover.  Right now, spies and pyros are going to have a heck of a time trying to get around behind the enemy.  If there were larger areas to move around in with greater cover, these classes would benefit.

One other major flaw is the exclusion of player clips.  Right now the walls of the tunnels and the support beams have no player clips, and you will get stuck quite often while running through the tunnels.  These really should be clipped so you don't have to worry about getting stuck and losing forward progress.  This is one of the major things to keep in mind for TF2 map design.  But this would be simple enough to add.

Other than these key points, I really like the map, especially knowing it's your first.  Keep up the work, and I hope you take my advice in some of these areas.  Also, as Mr. White said, contact me if you want to setup a map test on the TF2F servers.
#  Sep 24, 2008 at 6:52 AM
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Sep 03, 2008
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Specialty: Medic
Steam ID: CookieMonstah
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Amazing map is amazing. 'Nuf said.
#  Sep 24, 2008 at 8:24 AM
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Cames99 86553
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Quote:
Originally Posted by CookieMonstah
Amazing map is amazing. 'Nuf said.

Well done Cookie you just posted the most irrelevant post of the day
#  Sep 24, 2008 at 8:47 AM
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Nov 22, 2007
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sam_west03 80557
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Steam ID: sam_west03
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Quote:
Originally Posted by Cames99
Quote:
Originally Posted by CookieMonstah
Amazing map is amazing. 'Nuf said.

Well done Cookie you just posted the most irrelevant post of the day

QFT
I think a formulated answer as to why the map is amazing would be alot more help
ECT  This map is amazing because i love the tatical aspect it brings to the game (somethings like that)
As im sure the map maker is look for feedback and improvment suggestions
#  Sep 24, 2008 at 9:11 AM
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Aug 28, 2008
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coolguy5678 87665
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Am I missing something?

The screenshot looks like it's a CTF map, yet the map name clearly starts with "cp_".
#  Sep 24, 2008 at 12:54 PM
Join Date:
Dec 11, 2007
Post Count:
149
 
Specialty: Medic
Steam ID: DJMastaFunkyFresh
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oh did i make it cp? crap i get that confused alot for some reason. btw thanks for the input big lue (and you to cookie)

EDIT: it now says ctf thanks for catching that.
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
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Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
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